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Arcade › Street Signal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Fernando Rodrigues built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Street Signal yet. Play it, then tell Fernando Rodrigues what you would add next.
Street Signal was built by Fernando Rodrigues with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Street Signal opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Recreate “Street Signal” as a minimalist top-down/near-overhead mobile game on a tall portrait canvas. The playfield is a mostly empty dark charcoal city-like space with no visible grid or detailed buildings. Use a fixed camera looking down at the arena, with the player near the lower-middle of the screen and objectives/obstacles distributed above and around it. The player avatar is a small rounded blue/cyan signal-marker character: a glowing blue bulb or pawn with a simple cylindrical lower body and a thin pale-blue circular ring on the ground around its base. Give it smooth, rounded 3D-looking shading and a subtle glow, but keep the overall presentation sparse and dark. The objective is explicitly communicated by a large HUD panel at the top-left/top area. The panel has a very dark near-black fill, rounded corners, a thin gray border, and soft shadow. Display the title “STREET SIGNAL” in uppercase light blue lettering, then a large counter reading “Signals 0 / 8”, and the instruction “Deliver the signal beacons. Avoid the red hazard zones.” in light gray. The game should track eight signal deliveries and update the counter as the player reaches signal beacons; begin at 0 / 8. Place collectible/deliverable signal beacons as bright yellow circular markers with a yellow outer ring and luminous yellow center. In the shown layout, one beacon is visible near the bottom portion of the playfield, just left of the movement controls, and another small yellow beacon/marker is visible near the upper-right edge. The player must navigate to beacons and deliver them by contact or close proximity, then continue until all eight have been delivered. Do not add a weapon, enemies, health bar, timer, or extra mechanics not implied by the reference. Include red hazard zones that the player must avoid. The visible example is a wide, flat horizontal red rectangle in the upper-middle area, with a solid coral-red fill and slight dimensional/shadow treatment. Contact with these red zones should penalize or reset the player in a simple way, while preserving the signal-delivery objective. Also include a dark smoky/irregular obstacle or hazard patch below the red bar: it looks like a low, ragged charcoal-blue cloud or puddle with a soft shadow, so render it as an organic textured blob rather than a clean geometric platform. Keep hazards clearly readable against the charcoal background. Add large on-screen directional controls in the lower-right corner for touch play. Use four separate rounded-square dark buttons with subtle gray outlines/shadows arranged as a directional pad: up above, left and right on the middle row, and down below. Each button contains a centered pale-gray triangular arrow pointing in its direction. The yellow beacon may sit immediately to the left of this control cluster without being covered. The buttons move the blue player avatar up, down, left, and right through the arena. Make the controls prominent and thumb-friendly while retaining the uncluttered layout. Art direction: dark monochrome charcoal background, restrained neon accents (cyan player/ring, yellow beacons, coral-red hazard), rounded UI panels, soft glow and shadows, and a clean arcade/mobile-game appearance. Use a tall portrait composition matching the reference, with the HUD occupying the upper portion and the controls anchored at the lower-right. Ensure text remains legible and the player, beacons, red hazard, smoky patch, and counter are visible simultaneously in the initial view.